连接点
我使用在 Blender 中设计的模型,并且需要为其添加附着点以获得特殊效果。就像在模型的手上标记一个点(当然是通过手工动画修改的),我可以在需要时应用发光。我知道如何将发光应用于 3d 点,我只需要一种方法来获得该点。
我该怎么做?
I use models designed in Blender, and I need to add attachment points to it for special effects. Like mark a point in a hand of a model (modified by hand animations of course) that I can apply glow to when needed. I know how to apply glow to a 3d point, I just need a way to get that point.
How do I do that?
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有几种方法可以完成这类事情,但我最喜欢这种方法,因为技术美术人员很容易与之交互(它所需要的只是对象上的特殊名称)。您可以让顶级角色脚本扫描其子级并查找具有您指定的某些命名约定的对象。
这是可行的,因为 Unity 将根据导入的动画更新骨骼的位置,因此效果对象将跟随您随动画导入的点。
至于创建动画,我来自 Maya 和 3ds Max,但搅拌机的想法应该是相同的:为您的附着点添加额外的骨骼,并确保它们绑定到您的模型(或添加到皮肤)权重或 Blender 中的任何术语)。它们在任何顶点上都不应该有任何权重,但它们需要位于绑定集中,以便 Unity 将它们识别为动画的一部分并正确地对点进行动画处理。
There's a couple ways to do this sort of thing, but I like this approach the best because it's easy for tech artists to interface with it (alls it needs is a special name on an object). You can have your top level character script scan its children and look for objects with some naming convention you specify.
This works because Unity will update the bones' positions based on your imported animation, so the effects object would follow along with the point that you imported with your animation.
As far as creating the animation, I'm coming from Maya and 3ds Max, but the idea should be the same for blender: Add extra bones for your attachment points and make sure they're bound to your model (or added to the skin weights or whatever the term is in Blender). They shouldn't have any weights on any vertices, but they need to be in the bind set so that Unity recognizes them as part of your animation and properly animates the points.